Graywalkers - Combat Alpha Update

HiddenX

The Elder Spy
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Alpha Access backers of Graywalkers: Purgatory will get the tactical RPG in November:

Alpha Build

I think let’s begin with our biggest news update for everybody. We finally have the combat alpha working. It has been fully integrated with the content engine so majority of the content in the editor is now functional. With the integration of the content engine with the combat engine, this is a big step forward for us. We are still debugging it but overall, it is functional. This is the most major milestone because this is the core of the game and it sets the stage for everything else.

The list below is what has been integrated into the combat system:


  • Over 500+ abilities are now functional for use by a mix of players, NPCs, creatures and enemies. This includes spells, combat maneuvers, passive abilities, racial abilities and path abilities. About 300+ is available to the players. There are still abilities with functionalities that aren’t supported yet but at least 80% of the abilities are functional. We’re also still doing testing, revising and balancing these abilities so it’s a work in progress. Also, the visual representations of these abilities which includes particles and animations are still being worked on. There are an expected additional 200 more abilities to be integrated into the game.
  • In addition to the 7 player races mentioned, there are at least about 30+ more races of creatures now in the game. Only the 7 are for players, the rest are reserved for the creatures you will encounter in the game. These list includes vampires, werewolves, zombies, demons, angels and much more. Right now with what we've created, we can actually now build new races on the fly functionally.
  • Also, in addition to the 10 player paths, there are about 15+ creature paths in the game. The creature paths are reserved for the NPC creatures that you will be encountering.
  • Over 200+ weapons of different kinds are also functional in the game already. This includes firearms, melee weapons, projectiles, explosives, thrown weapons and heavy weapons. These numbers do not include variants to those weapons and unique weapons. The 3d models for these weapons are also ready. We plan to improve them more but we reserve that when we do polishing when we get closer to launch. What needs to be worked on next are the UI for these, animations, special effects, particle systems and audio for them.
  • In addition to weapons, we also have over 100+ items that are functional in the game such as different kinds of ammunition with different effects, weapon upgrades, armor of different types, and various other functional items.
  • The combat system now uses the unique Tabletop RPG game system we have. There are still a few features that have not yet been implemented but majority of the combat system are functional.
  • An initial AI system has been implemented. This AI control basic combat functions. A more robust AI will be worked on later down the line as we personalize each NPC enemy and creature type.
  • For Playable characters, we now have at least 25 available characters that are playable and integrated. We believe that though we said we can only do about 20 characters for launch, i think we will be able to increase this number to about 40 characters. Visuals for these are still a work in progress but things look good.
  • For enemy NPCs, we now have about over 100+ of them who's functionalities are integrated already. This includes the base creatures and their variants. There are still quite a number not yet setup but we expect this number to double by the time we're done.
  • We've also built the initial Faction behavior system which let the characters & NPCs identify and project which faction they belong to. There are about 20 factions integrated at the moment though this number is not yet final. We are still studying whether to increase or trim this down.
  • The leveling system also is functional and integrated. All characters and npcs can now be leveled up to Lvl 30 and its effects are integrated into the combat system.
  • All skill functionalities and calculations are now working as well. This includes its connections to the leveling system as well.
  • The initiative system and the turn system is now functional.
As you can see, the sheer volume of content and functionalities we had to deal with is quite massive. Hopefully it will give an idea of the scope of what we are doing and why it takes so long to do. Though it is true that we can cut down on these things, but we feel it will compromise our vision of the game that we want to deliver to you.

Now I know the next question you have is when you will be getting your hands on it. Based on our current progress rate, you should be able to get your hands on a version of the alpha in November. Do take note, this is just the first alpha and there will be dozens more following it. It is also still a continuous work in progress so please expect it to have lots of things still lacking but do expect it to be improved regularly. Unfortunately, only those who have Alpha access will be able to play around with it as we continue to build on it. To those with Alpha access, we hope that you can participate in the testing and improving the game with us. We will contact each of you privately when it is ready.

We will actually be showcasing a very rough version at the end of the month at the Graywalkers Booth at ESGS (E-Sports ang Gaming Summit). What you guys will get in November will be the more polished version.
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More information.
 
Joined
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This one is on my sight! :)
 
Joined
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One word: Cynicism
I agree as I talked with the developer many times. As for the game development is still going steady but at a slow pace , and they wouldn't be the only funded game to do so.
 
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I'm encouraged that the combat engine is implemented and functional (if not fully) as that is indeed a big part of it. I think going forward it will be content generation that will be the largest time-sink for the project. Perhaps another year then, it will be about ready.
 
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